Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

I'm not entirely sure, but it appears mercenary stables is bugged, one way or another.
It requires the mercenary camp building instead of an actual tech, so in terms of production and "availability", it opens at the end of the prehistoric era.
The expected behavior is that it'll be opened at the same time as the mercenary camp, thus costing and being available at around the same time.
No Raledon it's a building chain. You have to have the MC before you can build the MS. And who's expected behavior? Was never the modder's design who made them.
 
In my last few games I am starting with an income of -1 per turn and have to drop my research to 60% to cover the loss. Snail speed, huge map, Noble difficulty.
 
Lol, I looked in the eraInfo and saw that prehistoric era reduce anarchy time with 99%, I'll be tweaking that a bit too.
Sorry but why? The Civics, as of SVN 9943, are working as designed in the Preh Era. At least they are on Epic GS and Immortal Handicap. I'm not sure where or what DH is looking at though. Just know from play last night and today on a new game that they are fine in the Preh Era and are costing 1 Anarchy turn in Ancient Era.
 
In my last few games I am starting with an income of -1 per turn and have to drop my research to 60% to cover the loss. Snail speed, huge map, Noble difficulty.
That was the Palace change from 10 start :gold: down to 6. Toffer has been informed.
 
The most advanced tech needed for a building or unit didn't change, it just became the basis for costing the building or unit.
This is what I'm replying to.
 
In my last few games I am starting with an income of -1 per turn and have to drop my research to 60% to cover the loss. Snail speed, huge map, Noble difficulty.
That is fixed on my end, will commit it today, made palace reduce maintenance in city by 40% instead of the current 10%. This will result in a 0 maintenance cost until you reach population 2 or 3 (not sure which), giving you time to get some buildings that increase gold income.
 
This is what I'm replying to.
Not seeing the problem you say exists. The original build costs in prehistoric wasn't based on a rule driven platform but was just assigned at whim so of course there's changes that took place.
 
Automatic Hunt doesn´t work anymore. I have set the limit of attack to 90% but the units just don´t attack, even if they have a 100% chance to survive. This has still worked a few days ago but already didn´t work on the SVN from yesterday (sorry that I can´t be more precise).
 
Are they close to unexplored terrain? Are you just looking at single turn behavior or longer term? What units are you using?
 
The current WorldInfos XML uses the iGrowthPercent tag but that tag doesn't exist for WorldInfo.
 
The current WorldInfos XML uses the iGrowthPercent tag but that tag doesn't exist for WorldInfo.
It works though, I tested it. I'll have to test it again to be sure....
Edit: Nope, I must have changed some other setting by mistake when I tested it a couple of years back.
 
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There is no difference in required food for city growth when I checked duel and gigantic map sizes.
Maybe you got trait or something, that changed it?
 
There is no difference in required food for city growth when I checked duel and gigantic map sizes.
Maybe you got trait or something, that changed it?
You know what, that's probably what threw me off when I tested it way back, I probably started games with random leader.

I'll remove those tags non-existing tags from the xml asap.
 
Are they close to unexplored terrain? Are you just looking at single turn behavior or longer term? What units are you using?

Thsi happens with hunter units in open terrain and with ships hunting for fish and sea birds and also with a Warlord Captain trying to kill everything inside foreign lands of a poorly developped opponent (e.g. ignoring a Stone Maceman). They simply walk around and do nothing.
 
Automatic Hunt doesn´t work anymore. I have set the limit of attack to 90% but the units just don´t attack, even if they have a 100% chance to survive. This has still worked a few days ago but already didn´t work on the SVN from yesterday (sorry that I can´t be more precise).
What happens if you turn that limit down? It may be that the AI is trying too hard to make sure it's worth making the attack. (putting too much stock on the value of taking that tile or something.)
 
What happens if you turn that limit down? It may be that the AI is trying too hard to make sure it's worth making the attack. (putting too much stock on the value of taking that tile or something.)

Yeah, I run it at 80% myself and sometimes things get skipped over once in a while, even if it should be an automatic win. Is this happening across multiple turns or just single turns?
 
Yeah, I run it at 80% myself and sometimes things get skipped over once in a while, even if it should be an automatic win. Is this happening across multiple turns or just single turns?
I really don't know. Koshling added a value assessment to the odds consideration for a final willingness to attack calculation so its not all about odds.
 
I really don't know. Koshling added a value assessment to the odds consideration for a final willingness to attack calculation so its not all about odds.
I was asking the other guy, I am aware there's something else going on behind the scenes at times to try to help get information.
 
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